So... for a little bit of background, my favorite version of D&D-- OF ALL TIME-- is AD&D Second Edition Player's Option, including Skills & Powers, Spells & Magic, Combat & Tactics, and High Level Campaigns. This is the last version of D&D published by TSR, and the last version of D&D that could-- arguably-- be said to belong to the OSR; it contains a lot of the changes that would later become the foundations of Third Edition.
I've seen a lot of petty arguments about where the line between Old School and Modern should be drawn-- before 3.0? before Player's Option? before Second Edition? Between O- and AD&D, even? (I haven't heard that one before, but I know some people prefer OD&D.)
In the interests of refining this discussion-- since it'll never be fully resolved-- and my nakedly commercial interests in appealing to the OSR community, I decided to try starting a discussion of which features of these games make them Old School or New School, and which features of New School games would be considered acceptable parts of an OSR game. I am not really interested in discussing aesthetics or playstyles here, because most of these games are mostly interchangeable with small adjustments-- and because the aesthetics and playstyles of old school D&D varied wildly.
So, without further ado...
These are the (non-comprehensive) traits that I generally see as differentiating OSR/TSR D&D from modern D&D:
So... that's about as much as I could think of that differentiates OSR/TSR D&D from WotC/Paizo D&D. What other points am I missing?
And then... which features of Modern D&D would you consider acceptable in a game that otherwise looks and acts like an OSR game?
My own opinions to follow.
I've seen a lot of petty arguments about where the line between Old School and Modern should be drawn-- before 3.0? before Player's Option? before Second Edition? Between O- and AD&D, even? (I haven't heard that one before, but I know some people prefer OD&D.)
In the interests of refining this discussion-- since it'll never be fully resolved-- and my nakedly commercial interests in appealing to the OSR community, I decided to try starting a discussion of which features of these games make them Old School or New School, and which features of New School games would be considered acceptable parts of an OSR game. I am not really interested in discussing aesthetics or playstyles here, because most of these games are mostly interchangeable with small adjustments-- and because the aesthetics and playstyles of old school D&D varied wildly.
So, without further ado...
These are the (non-comprehensive) traits that I generally see as differentiating OSR/TSR D&D from modern D&D:
- Individual mechanics for unrelated tasks. (Initiative, surprise, NWP vs Thief skills)
- Emphasis on randomized character generation.
- Five Saving Throw categories (Rod/Staff/Wand, Petrification/Polymorph, Spell, Poison/Death, Breath Weapon)
- Saving Throw DCs decrease as PC gains levels, and rarely vary based on the attack. Saving Throw progression varies by class group.
- Descending AC and THAC0. (My impression is that most OSR games have abandoned this.)
- Race and Class combinations are limited. (Includes Old/Classic race-as-class.) Nonhuman races have level limits.
- Characters (mostly) retain the same class/classes for their entire careers. (Exceptions: dual-classing, 1e Bard, Classic humanoid spellcasters.)
- XP Progression varies by class.
- Multiclass characters advance by automatically/deliberately investing XP into different classes. (Includes OA Ninja and Classic humanoid spellcasters.)
- Lower Hit Point totals: smaller CON bonuses, smaller Hit Dice, HD progression (mostly) stops at 9th.
- Emphasis on domain-level play after 9th, divine ascension after 30th in Classic.
- Extremely limited non-magical healing.
- Combat attacks other than basic melee attacks use up ammunition or spell slots.
- Ability scores are (mostly) fixed at 1st level.
- Casting spells in combat took time, during which they could be interrupted. Taking damage during casting always ruined the spell.
- Preparing spells took much more time, and a high-level spellcaster who had cast everything might take days recovering.
- Magic items were vulnerable to area attacks and could easily be destroyed.
- Unified resolution mechanics. (d20 + bonuses versus DC)
- Emphasis on deterministic character generation.
- Saving Throws:
- 3.X: Three Saving Throw categories (Fort/Ref/Will). Tied to specific ability scores, and scales by class/level. (Good/Poor progression.)
- 4e: Three passive Defenses (again Fort/Ref/Will) with variable ability score associations. Flat scaling with flat class bonuses.
- 5e: Six Saving Throws based on Ability Scores, tied to Proficiency Bonus. Non-proficient Saves do not improve.
- Saving Throw bonuses and Saving Throw DCs both (generally) increase with level.
- Ascending Base Attack/Proficiency Bonus versus ascending Armor Class and Defenses.
- Any Race is allowed to advance in (mostly) any Class. (Exceptions: racial PrCs and archetypes in Pathfinder.)
- Multiclassing:
- 3.X/5e: You pick a class at each level. In 5e, this is an optional rule and is limited by your ability scores.
- 4e: Standard multiclassing allows you to spend 1 feat to swap out 1 class power, multiple times. Hybrid multiclassing allows you to gain some of the class features of two classes and split your power selections between them.
- Higher Hit Point totals: Larger CON bonuses, larger Hit Dice, HD progression continues to max level. Monsters have much higher HP totals.
- No intentional shift in endgame.
- Much more non-magical healing:
- 4e: Healing surges and Second Wind.
- 5e: Hit Dice.
- More options for at-will ranged attacks, depending on class.
- Ability scores increase as PCs gain in level.
- Spellcasting is instantaneous, but provokes an Attack of Opportunity. Spellcasters can make a Concentration check to negate the AoO, or to complete the spell even if they are damaged.
- Preparing or readying spells takes an hour or less regardless of the quantity or level of spells.
- 3.X/4e: Prestige Classes and/or Paragon Paths/Epic Destinies.
- 4e: Class-specific At-Will and Encounter attacks. (I know this one's controversial, but the execution isn't the concept.)
- 4e/5e: Ritual Magic-- replacing spell slots with time and money for certain spells.
- 3.X/5e: Archetypes/Subclasses. Similar to AD&D 2e Kits, but usually much more substantial.
- 5e: Advantage/Disadvantage.
So... that's about as much as I could think of that differentiates OSR/TSR D&D from WotC/Paizo D&D. What other points am I missing?
And then... which features of Modern D&D would you consider acceptable in a game that otherwise looks and acts like an OSR game?
My own opinions to follow.
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